NJG MiniMap

How to Set Up NJG MiniMap Support

To enable NJG MiniMap support in the Dialogue System, import the package Third Party Support/NJG MiniMap Support. This will add a sequencer command to control NJG MiniMap items and an example scene. (NJG MiniMap is required.)

NJG MiniMap copyright © Ninjutsu Games.


Sequencer Commands

Note: Provided in Scripts/Third Party Support/NJG MiniMap. Requires NJG MiniMap.

Syntax: NJGMapItem(type[, subject])

Description: Controls an NJG map item.

Parameters:

  • type: A map marker type (e.g., None, Enemy, etc.)
  • subject: (Optional) The object containing the NJGMapItem. The NJGMapItem can be on a child object. Default: speaker.

Notes:

  • This command is useful to change map items when the player starts or completes a quest during a conversation. If the player abandons the quest in the quest log window, the window will look for a field on the quest named "Abandon Sequence" and play it. You can use NJGMapItem() commands in this sequence to turn off any icons that are no longer relevant. You can also use NJGMapItem() commands in Sequence Triggers outside of conversations.
  • The color of an NJGMapItem is determined at design time. If you need to change the color, create different NJGMapItems and turn them on or off by setting the type to None or by activating/deactivating GameObjects using SetActive().

Examples:

  • NJGMapItem(Enemy, Wizard) (Sets Wizard's marker type to Enemy.)
  • NJGMapItem(None) (Hides the speaker's marker.)

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